Aven_Fallen
Aven_Fallen
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From what it looks like, the idea for a tournament (points system) is different from the idea of auto-regressing Gens. The latter one seems to be a wish of him for general gameplay, but should obviously be a big NO. If the Devs change Undying so that Ruin cannot be up for all game, it should be logical that auto-regression will not be a thing.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1966655#Comment_1966655
When they presented the colorblind testing to that twitter account, it just looked like they spent 10 minutes in photoshop altering screenshots. Further evidence of this fact is shown by what Almo said about colorblind mode and saying along the lines that it wasn't a priority and if 'they' as in BHVR wanted the devs to do it, the devs would be working on it.
So they either threw Almo under the bus or they actually weren't working on a colorblind mode 'for months' and just lied about working on it. When you listen to his response, it definitely does not seem he knows whatsoever about any work being done on colorblind mode.
I'd say to just not trust BHVR when they give you a timeframe on how long they've been working on certain issues, because it seems they are more than willing to just lie about it, even at the expense of their own employees.
The thing is, adding Colorblind Mode to an existing game which does not have Colorblind Mode does indeed take time. It is not as easy as some people might think it is. So it is entirely possible that they were working on it for a while, but then again, they could have shown it.
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You have to bring it. Otherwise, if there is no Obsession or at the latest at the point where the Killer sees that you dont have DS, you are out of the game.
If they tunnel you after your first Unhook and dont get stunned, they will tunnel you again, nothing is preventing them. DS is still a mandatory Perk.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/1966635#Comment_1966635
the OOO and DS change might be two steps forward, but knowing BHVR, they might follow with 3 or 4 steps backwards.
We shall see.
For me, I'll be waiting to see how they handle the Farm maps rework & Freddy / Huntress rework. For huntress, at least her addons. I don't find her problematic but that's what I've heard. Billy had problematic addons and now they limited his power, wonder what's in the store for those two...
I am not talking about gameplay. I am talking about communication. The Object-Rework was something which was happening at some point (I said it basically right after they said that it was fine that it will be changed in the future, because Devs change their opinion (which is a good thing overall)), but it is new that they give a proposal to get Feedback.
They did not do that before.
Like I said, people were asking for Colorblind Mode for years and then BHVR is releasing a new HUD which was even worse for colorblind people in the PTB and only after all this outcry happened with one Developer and they get called out by some big Twitteraccount, THEN they show the WIP. If they had something to show, they should have showed it before.
This way, they can also be defended by people who actually want to defend them. Like, I am quite positive with the Devs, but if someone complains about Colorblind Mode, all someone like myself can say is "Devs know about it". Thats it. But when they show WIPs on regular basis, you can actually show stuff.
Same with the HUD, they said they were working on it several months, but if they want to make such a big change, they should have shown WIPs - this would also result in more Feedback and those negative Reviews would not have happened to such an extend.
Also, regarding the HUD, they said that there were limitations which what they were able to implement with the old HUD. But they did not show anything - if you want people to think positive about new things you should show the cool stuff.
Like I said, lack of communication is a big problem. Even if WIPs get scrapped at some point, the more reasonable people will understand that.
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I mean, the Reviews were followed by an updated HUD. The Devs dont communicate unless it is urgent.
Whether it be colorblind (large Twitteraccount calling them out) or the HUD (Reviewbombing).
The lack of communication is a huge problem (e.g. it would have been far better if they would have just showed WIPs of the Colorblind-Mode or WIPs of the new HUD before forcing it through..), but it is getting better (seeh OoO-proposal).
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If Gen Times would increase, Hook Stages also would need to take longer. You cannot just increase the time it takes to repair a Gen and then leave the time it takes for a Survivor to reach the next Hook Stage the same.
But overall, I dont think that Killers would play different. Maybe they would claim they would, but they wont. Killers also said that with the Ruin-Rework a year ago that they would need to camp and tunnel more, despite already doing that. They also did not stop doing it when Undying was released which resulted in Ruin being up for a longer time.
IMO the Gen Times are fine. A good thing to run is Corrupt Intervention, this most of the time results in Gens being slower at the start because the Survivors either need to find an unblocked Gen or are close enough to the Killer to be in a Chase faster. And its fine to sacrifice a Perk Slot for it (in the End, I also have to sacrifice a Perk Slot so that I am not out of the game after my first hook (DS) or that I can rescue others when the Killer is camping (BT)).
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@panernaners said:
https://forum.deadbydaylight.com/en/discussion/comment/1966164#Comment_1966164
Yes that's what I mean by "consistent dcers over a long period of time" people who dc then a day later dc should be punished as if they dced twice they should make it last over like a week so it encourages people to stop dcing over and over again and has a light punishment for one time dcers.
Yes, this would be an option. Depends what BHVR thinks about it, they can see the Data. I would be fine with the DC-Penaltys being in the system for a longer period of time, because currently it feels like 1 DC per day is free.
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@panernaners said:
https://forum.deadbydaylight.com/en/discussion/comment/1966150#Comment_1966150
exactly the dc penalty does almost nothing to you if you dc I'm trying to say that it needs to be improved.
Having a low DC-Penalty to start with is important. Not everytime someone DCs because they dont want to play the game, sometimes there is an emergency or simply a problem with the internet. Having a big penalty at this point would punish players too much.
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First of all, yes, the DC-Penalty is better for the Killer, because they at least get their BBQ-Stack. As Survivor, it does not matter if someone suicides on first Hook or simply DCs.
However, the DC-Penalty is more intended for the players who are NOT in that specific game. If someone DCs, they would have done it anyway, regardless of the penalty. However, with the Penalty this means that this player cannot DC in a game for another few minutes.
If they DC more often, other players will have a longer time without that specific player.
When it comes to increasing the penalty, I think they get more severe quite fast. It is 5 minutes and then 15 minutes and I think the next one is already 30 minutes, followed by 1 hour and then 3 hours. This is fine IMO, starting low makes sense, but you will be away for quite a long time if you DC more often.
Maybe they can increase the time it takes for the DC-penalty to get lower again so that you dont have a "free" (in the sense of: only 5 minutes) DC per day.
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IMO Pig does not really need any Buffs to her Kit, but a Rework of her Add-Ons. Some Add-Ons are simply outdated while others are not really healthy. Always a big sign when the best Add-Ons of a Killer are basically brown and yellow, which is a case for Pig.
Add-Ons that should be changed:
Add-Ons which increase Skill Check-Odds or Failed Skill Check-Penalty --> Those were only useful when Jigsaw Boxes were affected by Lullaby or stuff like Unnerving Presence. This is not the case for years now, there is no point in using them. Increasing Skill Check-Odds is bad for the Pig and increasing the Penalty only affects really inexperienced Survivors.
Mangled, Exhaustion --> Those promote a tunneling playstyle by going after the person with a Trap on their head, because they are either exhausted and/or might not be healed due to Mangled. And I dont think that such a playstyle should even be encouraged, bad Pigs should not be helped this way.
Tampered Timer --> Not healthy. If you use this with either the purple extra Box or the purple Crate, the Survivor will not be able to search all 4 Boxes if you disturb them just a little bit. Cheap RNG-Kills should not happen IMO. Tampered Timer might have been ok a few years ago, but now that Killers have it so much easier, no reason to have this thing in the game.
In general, Pig should get more love to her Stealth and Dash and a little bit less focus on the Traps, at least Add-Ons should reflect this. Stuff like a stronger version of Combat Straps, things that increase crouching speed and so on. If you want Trap Add-Ons, something that gives 2 RBTs, or if you want a healthy Add-On for bigger Slowdown, something that lets the Key be in the last Box at all time, but massively increases the Timer (this could be a pink Add-On, with Amandas Letter being moved to purple).
Also some idea I have seen (I think it was from Otz) was that Traps have a fixed number of Box Searches. Each Trap has a different value from 1-4, with each value only once. This would mean that the Slowdown is more guaranteed and less RNG for the Pig.
But personally, I dont mind the RNG, overall it evens out, there will be Survivors who have their Trap of on their first try and there will be those who need to search all Boxes.
@Gibberish said:
-Make Rules Set No. 2 base kit
-Make Jigsaw boxes never give the key on the first search
-Make Jigsaw boxes start RBT timers upon starting a search
-Make already active RBT timers lose more time whenever a gen pops
-Make base crouch/uncrouch speed faster
-Make the Ambush attack less crap
-Make the EGC starting also activate RBTS
-Rework Addons
Some things to add here:
Make Rules Set No. 2 base kit <--- That is bad for the Pig. Most of the time Survivors go for the Boxes first, having Rules Set No. 2 Basekit would mean they do a Gen before, which lowers the slowdown-ability.
Make already active RBT timers lose more time whenever a gen pops <--- Not a big fan on that one. This could result in Gens not being done at all, which might be too much Slowdown.
Make the EGC starting also activate RBTS <--- No. Devs removed this due to EGC. Traps are meant to be used as Slowdown during the game, not during the Endgame for cheap Kills.
The other points are fine, depending on what exactly the Devs want. But Pig will most likely not be looked at anytime soon.
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Yeah, really intense experience to get yelled at by 12 year olds with 5 Dollar-microphones.
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Devs said during one Livestream that there are more Killer Rituals, so it is more likely to get one of those.
They should implement that if you delete a Daily you get one from the other side automatically. (And especially not with the same Character. Like, if I dont want to chase people with Freddy, the next Ritual I get should not be to get two Sacrifices with him, lol.)
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Like already mentioned, a Token-System would be great.
OhTofu once had an idea in a video I really liked:
- remove the Totem Status-->Doing Dull Totems is mostly a waste of time, wasting time for a Perk the Killer might not even have. And even if they have NOED, there is no guarantee that all Totems are gone, if there is only one Totem left, NOED will activate and it will be most likely the best hidden Totem.
- Each Hook gives the Killer a Stack on NOED
- Once all Gens are done, he gets an effect based on the number of Stacks
- Suggestion from Tofu: 0,5% Movement Speed per Stack (maximum of 4%) and after a certain number of Stacks (I think he said 8, but obviously, numbers can be altered) the Killer also gets the Instadown.
This would actually mean that the Killer has to do something for their Stacks. They did well, but it was just not enough? Lots of Hooks until Endgame? Great, they get a powerful Perk.
Playing Bubba and camping the first guy in the Basement? Ok, but gets almost no Benefit from NOED.
This is how it should be, it should reward the Killer for playing well and not reward them despite sucking all game, just because there is some poor way of "counterplay".
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@FregglesFred said:
https://forum.deadbydaylight.com/en/discussion/comment/1960099#Comment_1960099
Pyramid Head, Blight, Legion, Hillbilly, Oni, Undying, Ruin, Pop, Discordance, and so many more.
Why complain and say Killers get everything when killers were nerfed just as much. Quit being ignorant that your side gets everything nerfed.
Pyramid Head? What exactly? That he cannot see Cages anymore? Wow... For the increase of Cooldown after cancelling the ability he got a compensation-buff as well.
Blight? Compound-21? Which should not have been released like this in the first place, because it was way too good? Let alone that he also got buffed.
Legion? Yeah, got nerfed, but nobody can think that old Legion was any healthy for the game.
Billy? Billys Nerf was kinda justified. He was called "the most balanced Killer" for years already and many things got changed, Survivors got Nerfs for two years, the game got so much better for Killer. So something what was called "the most balanced Killer" in 2018 will not be "the most balanced Killer" a few years afterwards.
Oni? The Flick? Which did not even make it too live, but they buffed it afterwards.
Discordance? Got buffed.
Pop? Which got barely nerfed? And buffed massively before?
Yay. Big whataboutism I guess.
But I dont really care about Dead Hard. It would be just another Perk nerfed and Killers would still be bad at the game, because instead of admitting mistakes they go for Perks, SWF or simply justify their losses with "Killer is sooo hard and stressful".
This is my last post in this thread, really, it is just dumb.
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I think they were applied before, but it was not visible.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1964794#Comment_1964794
Based on the number of post you have, I can assume you were on before ruin got nerfed right?
Was there really barely any post about ruin?
I mean, it is quite a while, but no, there were not really much complaints. The Killer Perk which was a hot topic back then was NOED, but not Ruin. And personally, I never cared much for Ruin, I did not run it myself (I dont like Hex-Perks, I felt stressed when running Ruin) and I was also able to hit the great Skillcheck every time.
I also did not think about any need of nerfing it tbh, but in retrospect, it made complete sense, especially since old Ruin was perfectly paired with (buffed) PGTW.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1960099#Comment_1960099
It’s almost like how scrub survivors clamored for old Ruin to be changed, then demanded a pop nerf, then cried about undying and got that nerfed. Yup, it’s definitely just killers.
There were almost no complaints about old Ruin. Meanwhile, Killers complain about basically every Survivor Perk - even those who are weak (mainly before they are hitting live).
And to be honest, old Ruin was effortless Slowdown. Not really anything that should exist in the game.
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I agree. When the PTB went live I also wrote in a feedback-Thread that the 10%-Ether should have stayed. I dont really see a point in the Spirit of Hartshorn and still think that the 10%-Ether should have been kept.
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Sounds like someone who wants to tunnel but has a harder time doing so. The way you describe those Perks they are doing what they should do.
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This happens to both sides and is a known issue.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1962960#Comment_1962960
Wow, people still hate on undying even after the nerf?
Fine, use monstrous shrine, spies from the shadows, unrelenting, and hoarder, because people really care about your size.
Nah, I just said that I dont need it. I am good enough to win without it, but thank you for the suggestion. :)
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I think the Toolbox is empty. It is really hard to see with the new UI, but if the Toolbox would have charges left the bar should be brighter.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1962953#Comment_1962953
PWYF is absolute garbage on the twins. You might as well use insidious instead.
You want to know what to use? I recommend Ruin Undying on every single build, even non-hex builds.
Nah, I am quite confident about my size, I dont need Ruin/Undying.
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@Patrick1088 said:
https://forum.deadbydaylight.com/en/discussion/229299/lets-talk-about-the-twins
Could be Devour Hope. After certain stacks, killer gains haste status after 2 tokens and then survivors are exposed at 3 tokens. At 5 tokens, killer can kill any survivor. There are add ons to boosts Victor speed, but not Charlotte's. The only way to boost hers is through a hex totem.
DH is gaining more popularity with Undying change. I just unlocked it from Hag so I'm working on a few fun sets with it.
Play with your food would also be something which makes Charlotte faster. I dont know if she would lose Stacks if Victor is used tho, since he ignores Perks. (Was thinking about using PWYF because I dont know what to run on Twins and so Charlotte would be a little bit faster)
Regarding Victor, Devour Hope does not work with Killer Powers, so he cannot oneshot with it.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1962931#Comment_1962931
This. Stun a killer with a pallet, hit the flashlight, run like heck, then break LOS and start walking. Instant Killer dodge.
Against bad Killers, yes. Blinding at Pallets is usually a waste of Batteries and time.
@Topic:
Flashlight Saves are some of the more skillful things for Survivors and also fun to do as well. And yes, they are easy to avoid thats why they are the weakest Survivor-Item, but still, more fun to use them than a Medkit, Toolbox or whatever.
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The Desync-Issue does not change Hits which should not connect on your side to Hits which connect. So if you go for any over-ambitious swings, those will not hit.
However, the Desync changes what the Survivor sees, for them, the Killer is not as close as they actually are, so it is harder to play around that.
Just because your first sentence reads like you think that Desync is something different.
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Spirit does not need Stridor. Its cheap.
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I am on the hook right now.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/1962288#Comment_1962288
I am seriously never sure considering what kind of things I read here lol
I mean, it was a Joke, but nobody can blame you since some people are actually saying that it is cheating.
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And then people wonder why Survivors prefer SWF.
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I dont think that Moris and Map Offerings can be compared. Moris were basically a guaranteed win for the Killer, as long as the Survivors were not a lot better than the Killer. Map Offerings certainly can favor one side, but not in such a strong way.
E.g. I have won quite a lot games on Maps like Haddonfield or Coldwind (or Ormond, pre-rework) when burned by the Surivors, but have only once lost with a (pre-rework) Mori.
Also, I think it is completely fine that there are Maps which are survivor-sided and Maps which are killer-sided, it is just the case that some Maps swing too much in one direction (mainly Haddonfield, and on Coldwind, I only see Cowshed as really problematic). But pretty sure those will get gameplay-changes when Devs are reworking the graphics.
IMO Map Offerings should only have two changes:
- The Map Offering that is not used should not be burned. There is not really a reason why they should be burned (the game even states that unused Offerings are not burned, but for some reason, Map Offerings are burned), and especially for some Killer Builds using an Offering is really important. If I want to play Mirror Myers and burn Lerys and the Survivors burn another Map and they get the Map, I should not lose my Offering, especially because those are the limiting factor of builds like this.
- Sacrificial Wards should not be burned when no Map Offering is used. This way, players can use them without wasting them. You can only guess with them anyway, so it would be nice if the Sacrificial Wards would be returned if no Map Offering is used.
But thats about it. Otherwise I dont think that Map Offerings are a problem, especially not once all Maps are reworked.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1960092#Comment_1960092
You and I have a similar build. I use PGTW instead of STBFL because Doc is already strong in chases.
Yeah, I used PGTW instead of STBFL before as well. But I like STBFL more and also I realized at some points that even with PGTW I dont really kick Gens and rather go into another chase, so I almost never used it, which made it a somewhat wasted Perk Slot for me.
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@Venzhas said:
What is DS nerf ? I still play it and i saw no différences ???
Will be nerfed with the next Chapter (Chapter 19), basically deactivates when repairing a Gen, cleansing a Totem, sabotaging a Hook, unhooking someone or healing someone. Other than that, it remains the same.
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Of course. DS gets nerfed, now they go for the next Perk. When DS got nerfed and got the Unhook-requirement, the Forums were flooded with Threads to nerf Adrenaline for weeks. This will happen with Dead Hard now.
Once you give Killers a hand they grab the whole arm, more and more, never satisfied.
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Blood Echo and Thanatophobia are really situational. Thanatophobia is clearly better, but only if you have a Killer who can keep Survivors injured like Legion or Plague, but thats about it. For one or two Survivors injured, the Penalty is really low.
Personally, I run:
BBQ-->Only for stonks, it is not that good on Doctor, Whispers would be better. But BPs.
STBFL-->Good Perk for M1-Killers, also I like it.
Corrupt Intervention-->The only Slowdown Perk needed.
Brutal Strength-->Survivors tend to drop Pallets early against Doctor, breaking them a little bit quicker is good in a chase.
Using this Build for quite a while and having good success with it. Of course you can go for more Slowdown by using PGTW or Ruin. Also, like I said, Whispers can be pretty good, when it is active you can shock and are in a chase basically immediatly.
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Survivor Bloodwebs are flooded with stuff which is not worth the points. I guess Killers can afford to have one thing that became less useful, especially since they have a way higher BP-gain.
Let alone that using a Mori is still better than not having a Mori, easy tunnel after the second Hook without any fear of DS or Flashlight/Pallet Saves.
Its fine that Moris are not that much more than an animation. They should have never been so powerful in the first place.
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@Mooks said:
They can already monitor matches where those features are not present vs those where they are present.
Bloodlust was different because every single match always has it enabled.
^ this, so much. The same with "disabling DS", what was asked during the Bloodlust Experiment - Devs can already filter this out.
@Topic:
I mean, you can disable SWF for a weekend. And have insane queue times for Killer, because at the very least, Survivors are removed from the Survivor Pool and at worst, more Killers are added. E.g. I only play 2 man SWF, if I cannot play Survivor with my friend, I will play Killer. So that is 2 Survivors out of the pool and at least 1 Killer player more during certain times.
Result in the end will be that Killers will wait for really long time or also dont play, because they have super-long queues.
tbh, I thought that this is a question when Bloodlust finally gets removed. Too much hope, I guess.
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They will go for Sprint Burst or Borrowed Time. Either of them.
But before, there will be a new Chapter and the tradition is that one of the Perks will be called "problematic" or "OP" (see: Desperate Measures, Soul Guard, Power Struggle, For the People, Breakout...), despite nobody using it a week after Chapter Release.
My favorite time for each Chapter :> Killer Mains thinking that we will get strong Survivor-Perks, always a good Joke.
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The Map is not dark at all.
Let me show you something:
First picture is default Lightning, second picture is the brightest moonlight. This was the brightness when DBD was a game which was actually dark (it is bright today compared to that) and when Moonlight Offerings still were a thing. (https://deadbydaylight.fandom.com/wiki/Moonlight )
So really, calling Maps dark nowadays is a Joke. They are brighter than what was considered "brightest moonlight" a few years ago.
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@Chilli_man2400 said:
I find this so stupid they nerf huntresses purple addon but they can’t ######### nerf iridescent head?
Have agree on that one. You dont need to have an Add On-Pass for Huntress to change the most broken Add On in the game. Especially since the Devs said long ago that the Iri Heads will have to go.
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@GrimReaperJr1232 said:
Does... it really matter?
Sure, the nerf was pointless, but the debuff before was only 5% making a gen go from 80 to 84. Don't see the reasoning behind this change but again, the previous effect was so minor, who cares? She's getting an add-on pass soon anyway.
It does not. But people like to pick every little Nerf to complain.
I think I have seen this Add-On like 3 times. Most of the time Huntress-players go for Exhaustion, Wind-Up, Extra Hatchets or Cooldown.
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Not really refusing to play against any Killer per se. But I wont play against a Iri Head-Huntress, especially not with the Desync-Issues. She can just get her hook for free, I kill myself and hope, she got the game as easy as she wanted it to be.
Regarding playing, I dont like to play Spirit. She does not feel rewarding at all when downing someone. Also I really dislike Hag on both sides, but again, I dont refuse to play against a Hag.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1957552#Comment_1957552
What if the ranges were 18/19/20 meters like Better Together having 8/9/10 reveal durations?
Eh, not really, I think. Maybe decreasing the Cooldown and increasing the Range would be a thing.
For Zangshin Tactics, I would like them to rework the Perk completely. I cannot really see a use for it as Killer, because it in a Chase, it does most of the time not matter if you see Windows or Pallets, as long as the Survivor is the one who decides where to go.
@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1957552#Comment_1957552
I get what youre saying but I can see an unlimited range being a bit too OP. You'd be able to where a survivor and killer are and could use it to track their movements across the whole map.
I also would think it would look overly cluttered on your screen and would make it more difficult to differentiate in a sea of yellow.
Just my opinion tho! <3
Unlimited would be too much, but if you get hit and you see a Pallet in front of you, you might want to skip that, because you want to use the Speedboost. But with the limited Range you cannot see if there is a Pallet afterwards, so you might run into a Deadzone. So an increase to 30 meters or 32 meters would be nice.
(Regarding movement-Tracking - this can already be done with Alert tho)
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1957344#Comment_1957344
Windows are a fundamental aspect of the game but Bamboozle exists and is a strong perk. Hex: Blood Favour could be much stronger than it is now and still not be game breaking.
Not only is it weak, it is literally useless.
While this is correct, Bamboozle was a band-aid introduced for really strong Windows which existed back in the Day when the Perk came first out (and Windows were more problematic, because there is no way for the Killer to remove a window permanently). Blood Favor does not have this purpose.
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IMO the Range hurts the Perk more than the Cooldown.
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I think every game has some word for inexperienced players. For DBD it seems to be "Baby".
For World of Tanks, they use the word "Seal" (in a sense that experienced players who play lower tier Tanks to boost their stats are "Sealclubbing"), players who are bad are tomatoes (because of their stats being red).
So I would not put too much thought into it, just a term to describe inexperienced players.
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Not since the MIdchapter, but I got a Spirit-Daily to mori Survivors two weeks before the MIdchapter. But I doubt that they have been removed, overall, I only got at max 10 Mori-Dailies since I am playing, they seem to be quite rare.
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Too many safe decisions which make the Perk even weaker. Pallets are a fundamental aspect of the game, so the Devs need to be really careful what they do. Something like Spirit Fury is already not really healthy, but something that prevents Pallets from being dropped can be even more unhealthy.
And because of that, whatever the Devs will do to Blood Favor, it will always be a weak Perk. Blood Favor by design cannot be a strong Perk.
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4 Realms missing so far:
Swamp, Haddonfield, Coldwind and Red Forest. Two of them will probably be reworked next, if they keep their speed. Would not mind any of them. Would also not mind if they delete the Swamp by accident, horrible Maps.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1957016#Comment_1957016
The time is up for debate, personally 3 or 4 seconds would be fine with me.
I'm repeating myself when I say that I'm fine with both sides having strong perks, just not unfair perks. Dead hard is unfair as it literally covers a survivor mistake up which makes it incredibly frustrating to verse.
It would still be useless. Even if you write a "compensation" by reducing the Exhaustion Timer, as long as Exhaustion does not go down while running, that is nothing, since when the Survivor is on the Hook (because you want a Perk to be 100% useless), they get rid of their Exhaustion anyway.
Not being able to use Dead Hard over Traps is fine, but anything above that is too much, you would just kill another Perk. And then Killer MAins will AGAIN complain about Survivors all using the same Perks when every other Perk gets nerfed - BL nerfed, not useable anymore. DH nerfed then, so everyone will be running Sprint Burst. Wonder why, when every other Perk gets nerfed?
Also, it should be fine to have a Perk that can cover for a mistake, when we consider that Killers are having Bloodlust, which is the biggest "cover up for mistakes" in the game.
EDIT: Let alone that Survivors just adapted (something Killer Mains are demanding on a regular basis) - it did not work like it should work with Dedicated Servers, so it is only used for Distance. Before that was the case, nobody complained about Dead Hard (or people start to complain because they know that it seems to work if they spam the Forum with Nerf-Threads).

